Divinity Original Sin is an old-school cRPG with new ideas & modern execution, will release this year. Funded by fantastic backers! Read more
This project was successfully funded on April 26, 2013.
Getting excited? You beta be!
This year, April is bringing more than mere showers: The beta version of Divinity: Original Sin is nearly ready for launch and will hit Steam the week of April 1 (no jokes!).
Those of you who have been making careful rounds of the alpha world will be excited to find the following:
- New region unlocks
- Hugely expanded character creation options, including visuals and presets
- Tons of new talents
- A new cache of new skills and spells
- Better AI and new enemy tactics
- Hundreds of bugfixes
- New and upgraded visuals, special effects, and music
- Improved loading times and stability
- Improved cooperative dialog systems
To explain lots more about what's going on in the beta, Swen did a tour of the office and let the developers speak for themselves about what their departments have been up to:
If you watch the video, you'll find a nugget of wistfulness among the litany of good news:
Due to time and budgetary constraints, we have chosen not to implement day/night cycles for the launch of Divinity: Original Sin.
This was no easy decision, but in the end, resources had to be allocated toward stability and bugfixing in order to release a content-heavy, technically smooth game (almost) on time.
We realize our fans and backers will be understandably bummed by this news, but we hope to make it up to you with a game that we are proud to release and you will feel proud to have supported.
If you'd like to read more about the reasoning behind the decision to forego day/night cycles, head over to Swen's blog for a more thorough explanation.
Beta Showcase and Q&A on Twitch.TV
If you'd like to preview the beta and ask Swen and David some questions yourself, we'll be holding a Twitch.tv session next Monday, March 31 at 18:00 Brussels time, GMT+2. (That's 9:00 a.m. in Los Angeles, 12:00 p.m. in New York, and 20:00 in Moscow).
Check out our Twitch.tv channel to join the fun.
Rewards, rewards, rewards! Claiming your reward tiers.
If you pledged a reward tier during our Kickstarter campaign, it's time to claim your prizes. First of all, if you haven't already, head over to your Larian Vault account and fill in any available fields regarding prize tiers. If you don't see any missing fields, but you pledged a reward tier, don't worry! That just means it's time to get thinking about your personalized contribution for the game. We will contact you soon to collect information about your reward contributions!
If you pledged to write a message in a bottle, now's the time to think about what your message will be.
If you pledged to name an undead, get your ectoplasm flowing.
If you pledged to name a pet, it's time to decide which of your cats gets the honour (but don't tell the other, or you risk creating civil unrest in your home).
If you pledged to name a summon, decide on something firey, icey, earthy, or airy for your unique elemental.
If you pledged to create a henchman, start thinking about what type of character with what types of talents you'd like to see in the game (and don't forget a name!).
If you pledged to write a dialog, have a look at some of the dual dialogs in the game for inspiration regarding formatting and decide what, exactly, you'd like your party members to debate.
If you pledged to create an item combo, it's time to decide: serious or silly? Weapon or consumable? Your options are many.
If you pledged to become/design an NPC, we've got a wide world for you to join. Start thinking about what you'd like to be and say.
If you chose to name a statue, now's the time to name it!
An unmissable Kickstarter for Divinity fans...
Serpent in the Staglands by Whalenought Studios doesn’t have a lot of visibility yet, but struck a chord at Larian because it reminds us very much of the games we made when we started out, and you can clearly see the love and passion for what’s being made here. This husband and wife team deserves every shot at making their game come through and with a bit of luck, they may get to make the cooperative RPG they’re dreaming of.
In the News...
Allowing the killing of quest givers like you can in Divinity: Original Sin seems to be a very rare thing nowadays. So rare in fact that it's inspired the wonderful Julian GD to make a new movie to illustrate exactly what happened in our offices when Dodger and Jesse Cox visited us! We were indeed quite nervous when we saw what that maniac was planning on doing to our fragile alpha code.